forked from townforge/townforge
make repairs cost at least as much as 1% to avoid spam
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@ -147,7 +147,8 @@
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property). It is therefore in the player's interest to ensure buildings are repaired in time, and to
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keep enough balance to meet land tax requirements. Repairing a building costs labour and materials.
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If a building's repair level falls below 70%, its efficiency starts decreasing. Above 70%, no ill
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effects apply.
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effects apply. To disincentivize constant repair spam, repairing a building in 99% condition or
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better costs as much as repairing it from 99%.
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<br>
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Some building types have restrictions on size, depending on economic power. This should be kept in
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mind when buying land. The following table lists the minimum size of a plot for building types. The
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@ -987,6 +987,7 @@ void get_repair_costs(uint32_t x0, uint32_t y0, uint32_t x1, uint32_t y1, uint8_
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costs.clear();
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if (delta_repair == 0)
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return;
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delta_repair = std::max<uint32_t>(delta_repair, MIN_DELTA_REPAIR);
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std::map<uint32_t, uint32_t> budget;
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if (!get_build_settings_requirements(x0, y0, x1, y1, role, 100, budget))
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return;
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@ -49,6 +49,7 @@
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#define MAX_MATCHES_PER_TRADE 256
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#define LAND_TAX_PER_TILE ((uint64_t)2000)
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#define DEFAULT_REPAIR 1000000
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#define MIN_DELTA_REPAIR 10000
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#define INACTIVE_DECAY_PERCENTAGE 120
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#define NO_MILITARY_DECAY_MULTIPLIER 150
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#define MAYOR_PAYOUT 1/1000
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